HadToRegister Posted September 3, 2021 Share Posted September 3, 2021 A list of every cell in the commonwealth would not be impossible to do. In any relevant sections, an author would submit "my mod requires a door to be placed here". Another author would look there first and think "I'll use the adjacent building instead". Imagine you're an author about to make a new mod, do you really think it's feasible to read the description of every single mod to see if anyone has already used that door? And from a player's point of view, no, authors do not always describe precisely what has been put where, in the interests of spoilers for a start. And lists of conflicts are only ones that happen to have been found during testing or from people trying it out. It's too late to do it now. It should have been done when the game was created. Most mod authors of the mods that exist for Fallout 4 aren't even active anymore. If it had been there at the start and most authors followed it (it would be in their interest not to create a conflict), then things would be a lot tidier now. It wouldn't have even needed much organisation. Even a searchable list of "I've added a door to building X across from Diamond City entrance" would stop anyone else attempting to do that too. It wouldn't be like that. You list important changes, for example "I've connected a 15 amp device to line 4 running under the hallway". Another electrician now knows if he does the same the circuit will overload. Or closer to what happens in Fallout 4 mods, "I'm repurposing this wall to be a door". Then another guy comes along, doesn't read the note, and changes it to a different door. But they can't check every single mod. All you'd need to write down is "I've fitted a door on building X which enters my dungeon". Anyone else writing a mod could search for references to the building they intend to use, see that you've already used it, and not wishing to make a conflict, use a different building. It's very easy to do. My story wants a door in a certain building. I check the list, nobody has used that building, so I go ahead and use it, and not e that I've done so. Then you come along and want to use it for your story. You see I've used it. Now you can avoid a conflict with my mod by choosing another one. No point in making a mod which will cause the users a headache. Can't we have doors on different sides of the building? I have 150 mods, and many folk do. I have had several instances of a simple double use of one door. It could have been so easily avoided. I have LOOT, that doesn't solve conflicts of doors. It just puts things in the most sensible order to load. The technical details might not be quite like this, but the list would look like something like this with a few lines for each mod: Mod: whatever. Cell: Diamond City. RefID 3B7C3852, door used to enter my dungeon. So, you go to design a mod in diamond city. The first thing you should be thinking of is "has someone else already built there?" There's no point in making a mod that half the players can't use. Search for Diamond City, search for the RefID of the building you're fiddling with, computers have a search function, you wouldn't be reading the whole list, you'd be typing in a couple of IDs. LOOT is for load order, it can't edit a mod to make it work with another if they both want you to open the same door to go to a different place inside. I'm not saying you shouldn't be allowed to use the door I used in a mod 6 months ago. But you would know that if you did you'd be creating a conflict for anyone who downloaded both our mods, and would receive angry posts from users who saw that you did yours after mine. Most modders would use it, since it's for their benefit! Why would you spend months making something that breaks and everyone moans about? And of course a conflict means it doesn't work. If you both use the same door, what do you think happens when the player goes through it? It shouldn't be normal to troubleshoot paid software, and being free makes no difference. I have plenty of free software and the authors do everything they can to make it stable. The list I'm suggesting just solves simple duplications. I see it everywhere - "this mod didn't work for me because that other mod placed some rubble in front of your door". Then claim the door when you start! It's not rocket science. And if the door is already claimed by what you deem to be a crap mod nobody will want, then go ahead and use it anyway, since you'll only conflict with a handful of users.Load order only prioritises things, it can't fix two things that want to use the same thing. Again, I'm not suggesting imposing it, I'm suggesting it as a useful tool for mod authors who want to write something that won't cause problems, something worthwhile for people to download. Why obsess with doors? It can be anything that wants to be in the same place. But since you want a door example, Gun For Hire and The Bounty Office.https://www.nexusmods.com/fallout4/mods/22015?tab=postsI tried to link to Gun for Hire, but it's been deleted, which is a shame because it was an excellent mod. I'm still using it. I guess he fell out with Nexus. This is where it used to be: https://www.nexusmods.com/fallout4/mods/49610 - author JoerQC I can't remember which ones it is, but there's another example off the top of my head, something to do with a church full of ghouls, and something else puts rubble in front of the doorway. Why am I obsessed with doors? Oh...I don't know ^ So you gave an example of TWO mods that conflict One mod that has been deleted and probably because of the ToS changes I mentioned way back in this thread about not being able to delete our mods anymore, and we were given ONE MONTH to delete them, so he probably took advantage of that ultimatum. So, TWO examples, and one that doesn't even exist on the Nexus, yet you CLAIMED I see it everywhere - "this mod didn't work for me because that other mod placed some rubble in front of your door". Link to comment Share on other sites More sharing options...
gnarly1 Posted September 3, 2021 Share Posted September 3, 2021 (edited) <snippity> That was hilarious. And facepalmingly embarrassing for hucker75. I think that your answer should be set as the best answer and this pointless thread should then be closed. Like a door..... Edited September 3, 2021 by gnarly1 Link to comment Share on other sites More sharing options...
hucker75 Posted September 4, 2021 Author Share Posted September 4, 2021 Why obsess with doors? You're criticising someone for obsessing even though throughout this thread you've convincingly demonstrated how obstinate you are by obsessing over your own wrong-headed, impractical, unworkable solution to a situation that is easily resolved by other means. PotKettleBlack If you think fixing a bug after release is acceptable, then yeah there's an easier solution. A list of every cell in the commonwealth would not be impossible to do. In any relevant sections, an author would submit "my mod requires a door to be placed here". Another author would look there first and think "I'll use the adjacent building instead". Imagine you're an author about to make a new mod, do you really think it's feasible to read the description of every single mod to see if anyone has already used that door? And from a player's point of view, no, authors do not always describe precisely what has been put where, in the interests of spoilers for a start. And lists of conflicts are only ones that happen to have been found during testing or from people trying it out. [snip childish repetition] The door was a simple example to get my point across, clearly not simple enough. <snippity> That was hilarious. And facepalmingly embarrassing for hucker75. I think that your answer should be set as the best answer and this pointless thread should then be closed. Like a door..... Not embarrassing at all, I'm simply amused by everyone's inability to grasp the simplest of concepts. Link to comment Share on other sites More sharing options...
gnarly1 Posted September 4, 2021 Share Posted September 4, 2021 Not embarrassing at all, I'm simply amused by everyone's inability to grasp the simplest of concepts.When you're salty because 1. your cherished idea has been exposed multiple times in various ways as unworkable and impractical2. your logic has been exposed as flawed and fallacious3. you have been exposed as an obsessive hypocrite4. you still expect everyone else to solve your problem for you but they won't then I guess you have to resort to insulting everyone's intelligence when clearly you are a sophomaniac. Link to comment Share on other sites More sharing options...
showler Posted September 4, 2021 Share Posted September 4, 2021 A conflict with another mod is not a bug Link to comment Share on other sites More sharing options...
showler Posted September 4, 2021 Share Posted September 4, 2021 Imagine you have bought a mid-price sports car. One that has room for improvement and is popular among car enthusiasts. Because it is popular, there are companies that manufacture after-market parts for the car. ACME, BlamCo, CatCo, DynaCo all make pretty cool add-ons that you can install on your car. Each company makes sure that their parts work on the standard model car, and each company makes sure that their parts work with other parts they manufacture. They do not, however, design their parts to work with the parts that the other companies make. If you install a bunch of parts from ACME, they will all work together. If you install parts from ACME and BlamCo, they might work together if they don't fit on the same part of the car. If you install a whole bunch of parts from ACME, BlamCo, CatCo and DynaCo, then your chances of getting them all to work together become less with every part you install...eventually they will conflict. If ACME has some really popular parts and DynaCo has some parts that people like to use with the ACME parts, but they don't work together, then DynaCo might produce a kit to make them work together. To "patch" the problem. Or a third company, WayneTech, might decide there is money to be made by selling a kit to make parts from the company work together, after checking the legal status of such kits. Or the hobbyists themselves might design parts that can be made at home with a 3d printer and although they can't provide the parts for other people, they can help with the instructions so people can print their own with their own 3d printer. But if you tried to convince those companies that there should be a database that they have to register with and check with before they design and release a part they'd tell you that you were crazy. Because their parts are designed to work with the car, not other people's after-market parts. Link to comment Share on other sites More sharing options...
M48A5 Posted September 4, 2021 Share Posted September 4, 2021 It is my honest opinion that the troll has been fed enough. If y'all stop feeding it, this could end. Twelve pages of this is eleven too many. Please don't feed the troll. Link to comment Share on other sites More sharing options...
kodaxmax Posted September 5, 2021 Share Posted September 5, 2021 Imagine you have bought a mid-price sports car. One that has room for improvement and is popular among car enthusiasts. Because it is popular, there are companies that manufacture after-market parts for the car. ACME, BlamCo, CatCo, DynaCo all make pretty cool add-ons that you can install on your car. Each company makes sure that their parts work on the standard model car, and each company makes sure that their parts work with other parts they manufacture. They do not, however, design their parts to work with the parts that the other companies make. If you install a bunch of parts from ACME, they will all work together. If you install parts from ACME and BlamCo, they might work together if they don't fit on the same part of the car. If you install a whole bunch of parts from ACME, BlamCo, CatCo and DynaCo, then your chances of getting them all to work together become less with every part you install...eventually they will conflict. If ACME has some really popular parts and DynaCo has some parts that people like to use with the ACME parts, but they don't work together, then DynaCo might produce a kit to make them work together. To "patch" the problem. Or a third company, WayneTech, might decide there is money to be made by selling a kit to make parts from the company work together, after checking the legal status of such kits. Or the hobbyists themselves might design parts that can be made at home with a 3d printer and although they can't provide the parts for other people, they can help with the instructions so people can print their own with their own 3d printer. But if you tried to convince those companies that there should be a database that they have to register with and check with before they design and release a part they'd tell you that you were crazy. Because their parts are designed to work with the car, not other people's after-market parts. Skyrim mods arn't high end sports cars. Link to comment Share on other sites More sharing options...
showler Posted September 5, 2021 Share Posted September 5, 2021 You don't read too well do you? No mention of high-end sports cars at all. Comparison is of Skyrim to a mid-price sports car and mods to after-market add-ons. And your comment wouldn't have meant anything even if you did manage to read what I posted. Link to comment Share on other sites More sharing options...
gnarly1 Posted September 5, 2021 Share Posted September 5, 2021 (edited) Imagine you have bought a mid-price sports car. One that has room for improvement and is popular among car enthusiasts.Skyrim mods arn't high end sports cars. Reading comprehension fail: 'mid-price sports car'. Logic fail: the sports car is analogous to the game (e.g. Skyrim), not the mods. EDIT: Ninja'd by showler. Edited September 5, 2021 by gnarly1 Link to comment Share on other sites More sharing options...
Recommended Posts